7 freak show runs and 2 bm


Avani

 

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What defines farming? Who is farming? Who is not farming? These are questions that would need exact, specific, and universally agreed-upon answers before such a system would be implemented.

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I think you're intentionally trying to make it more complicated than it has to be. Limit it to 1 drop per character per 24 hour period, increase the drop rate. There, done. I'm not a dev of course, so I don't know the particulars.

As for "exact, specific, and universally agreed upon," I'm assuming you're not familiar with the "implement, test, and iterate" (or however those words are supposed to be ordered) method of development, and no, it doesn't have to be universally agreed upon, just agreed on by the important people who make things happen.

I also don't know of any farmers who have more than two farming characters, one for each side.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

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What defines farming? Who is farming? Who is not farming? These are questions that would need exact, specific, and universally agreed-upon answers before such a system would be implemented.

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I think you're intentionally trying to make it more complicated than it has to be. Limit it to 1 drop per character per 24 hour period, increase the drop rate. There, done. I'm not a dev of course, so I don't know the particulars.

As for "exact, specific, and universally agreed upon," I'm assuming you're not familiar with the "implement, test, and iterate" (or however those words are supposed to be ordered) method of development, and no, it doesn't have to be universally agreed upon, just agreed on by the important people who make things happen.

I also don't know of any farmers who have more than two farming characters, one for each side.

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You must not know many farmers then. I've got 3 different farmers redside and 2 blueside.


 

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Limit it to 1 drop per character per 24 hour period, increase the drop rate. There, done. I'm not a dev of course, so I don't know the particulars.

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If you go that route, you need to first datamine and determine exactly what percentage of drops are produced by farmers, so you can increase the drop rate by exactly that much. That brings us back to determining exactly what constitutes farming, and as we can tell by the recent MA banning fiasco, running a script to do those sorts of things doesn't always end well. Any less and supply will go down, resulting in even higher prices.

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I also don't know of any farmers who have more than two farming characters, one for each side.

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I have five or six just on one server, and at least two on each of the other servers I play on. Your ideas might kill the casual farmer, but the hardcore farmer will, as always, find a way to stay ahead of the curve.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

heh, how about X number of purple drops per hour, game wide, randomly selected. so all the people that chat for hours under atlas or in AE have the same chance of getting one as people playing that actually the game. Is that fair enough? .... sigh

people are always trying to beat the system. Just go out and fight stuff, not getting purples fast enough? just kill stuff faster ... it's that easy.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

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heh, how about X number of purple drops per hour, game wide, randomly selected. so all the people that chat for hours under atlas or in AE have the same chance of getting one as people playing that actually the game. Is that fair enough? .... sigh

people are always trying to beat the system. Just go out and fight stuff, not getting purples fast enough? just kill stuff faster ... it's that easy.

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If I'm not mistaken, Castle had at one point (I think it was during or just after I13's open beta) said that in a perfect world, merits would work like that - you'd get x merits for every y minutes you were logged in, no matter what you were doing. However, the world's not perfect.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

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The problem is, as it stands right now its easier to make inf from ticket rolls. 7-8 Minutes for the ticket cap is not unreasonable, 7 Runs should put you at near 10 K tickets. I've found rolling all bronze its not uncommon to hit the 80-100 Million Mark selling stuff off.

Its scary how much you can make so fast, and then you get the occasional big jump in a Regenerative tissue +regen proc for 40-50 million. (Having 3 drop in one day was pretty sweet)

But really, that's where the money is (for me) right now. Purples? If I stick too it, I can probably afford 1 every day or so. Which doesn't seem completely unreasonable given they are supposed to be the rarest of the rarest of the rare.

I think the best thing they could do is maybe introduce them into the reward rolls in the MA. Maybe give them a nice small chance of dropping from silver. (As it stands Bronze is so much better but that might make people think twice)

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Purple roll for 9k tickets sounds fair.

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A little late as I stopped following this thread for a day or so, but I figured if you tossed them in with the 45-50 silver rolls. Giving them a 1 in 25 chance would let you see a purple drop about once every 15K tickets. Which seems kind of fair-ish. (I think bronze gives you a 1 in 8 chance of a pool A rare)

You could even up it to 1 in 30, or 1 in 35 and still make out okay because the times you aren't getting purples you are still scoring a rare drop.

I'm not sure how the topic got on limiting the number of drops for a certain time period. It gives no net gain to the casual gamer, it hurts the casual farmer, and acts at best as a minor inconvenience to the more hardcore farmer causing him or her to switch farm toons after a drop. Most I know of have 3 to 5 characters who are set up well enough to farm at a good pace. I don't think many of them boast 5+ drops per day, so I don't know what that would even solve. If anything slightly reducing the supply.


 

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heh, how about X number of purple drops per hour, game wide, randomly selected. so all the people that chat for hours under atlas or in AE have the same chance of getting one as people playing that actually the game. Is that fair enough? .... sigh

people are always trying to beat the system. Just go out and fight stuff, not getting purples fast enough? just kill stuff faster ... it's that easy.

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If I'm not mistaken, Castle had at one point (I think it was during or just after I13's open beta) said that in a perfect world, merits would work like that - you'd get x merits for every y minutes you were logged in, no matter what you were doing. However, the world's not perfect.

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That'd be awesome. Seriously.


 

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Problem with that system, as I see it, is that you wouldn't have to actually do anything to get your rewards and that takes some of the fun out of it. I'd get bored awful quick if I were doing my normal in-game activities without getting rewarded any more than the people who stand and talk under Atlas.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

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And the supply of Purples will still come almost exclusively from farmers.

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Whats wrong with that? You kill more stuffs, you get more loots. If I work more hours than a fellow employee, I expect a bigger paycheck. If our hours were to be averaged so we could have equal paychecks ....well I would probably just have to kill everyone.

Edit: Assume the fellow employee and I earn the same $/hour ...I can already see the super genius forumites saying "well if you were a clerk and they were a manager....."


 

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heh, how about X number of purple drops per hour, game wide, randomly selected. so all the people that chat for hours under atlas or in AE have the same chance of getting one as people playing that actually the game. Is that fair enough? .... sigh

people are always trying to beat the system. Just go out and fight stuff, not getting purples fast enough? just kill stuff faster ... it's that easy.

[/ QUOTE ]
If I'm not mistaken, Castle had at one point (I think it was during or just after I13's open beta) said that in a perfect world, merits would work like that - you'd get x merits for every y minutes you were logged in, no matter what you were doing. However, the world's not perfect.

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Whose perfect world is that? Karl Marx?


 

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

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How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?

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As someone said on page 4, by putting a limit on how many purples a single toon can receive per length of time, you're potentially just cutting off part of what the farmers are picking up currently rather than shifting the drops they would be getting to the non-farmers.

To put it another way, non-farmers wouldn't be gaining more drops just because the farmers are getting locked out of them by a timer. The net result is fewer purple drops throughout the whole game, which translates into even fewer being on the market, and prices going even higher than the outrageous amounts they're going for now.

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If you'd bothered to actually read the whole idea, you'd see that limiting drops per character is only half of the idea, the other half being finding a way to make non farmers pick up the purple drop slack. Responding to an idea that specifically states "the total number of purple drops remain[s] the same" with "the net result is fewer purple drops throughout the whole game" just shows a lack of reading comprehension.

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Actually, I saw that, but since you at no point put forth any real details about how to keep the total drops the same, I took it as moot for the time being.

I'd be happy to constructively discuss how you plan on not screwing non-farmers over who might occasionally go on a binge and play 12 hours straight on a weekend, while still making such a mechanic actually worthwhile to spend the time/resources to implement. Also, how does it work on teams? Since drops go to a random member of at eam, do they all get screwed if another one drops, or just the guy who caught the last one? Also, how would you address the fact that putting a timer on purple drops effectively takes the reward away from the person who's doing more of the "work" and shifting that reward to someone who isn't?

As someone else said, albeit a bit more abbrasively, you have to have at least the basic trappings of how to put it into practice, not just come up with a concept and expect everyone to agree with it.

Sorry, but the underpants-gnomish-type philosophy on profit (1. come up with arbitrary concept, 2. ???, 3. profit) doesn't fly in real discussions.


 

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

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How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?

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As someone said on page 4, by putting a limit on how many purples a single toon can receive per length of time, you're potentially just cutting off part of what the farmers are picking up currently rather than shifting the drops they would be getting to the non-farmers.

To put it another way, non-farmers wouldn't be gaining more drops just because the farmers are getting locked out of them by a timer. The net result is fewer purple drops throughout the whole game, which translates into even fewer being on the market, and prices going even higher than the outrageous amounts they're going for now.

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If you'd bothered to actually read the whole idea, you'd see that limiting drops per character is only half of the idea, the other half being finding a way to make non farmers pick up the purple drop slack. Responding to an idea that specifically states "the total number of purple drops remain[s] the same" with "the net result is fewer purple drops throughout the whole game" just shows a lack of reading comprehension.

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Actually, I saw that, but since you at no point put forth any real details about how to keep the total drops the same, I took it as moot for the time being.

I'd be happy to constructively discuss how you plan on not screwing non-farmers over who might occasionally go on a binge and play 12 hours straight on a weekend, while still making such a mechanic actually worthwhile to spend the time/resources to implement. Also, how does it work on teams? Since drops go to a random member of at eam, do they all get screwed if another one drops, or just the guy who caught the last one? Also, how would you address the fact that putting a timer on purple drops effectively takes the reward away from the person who's doing more of the "work" and shifting that reward to someone who isn't?

As someone else said, albeit a bit more abbrasively, you have to have at least the basic trappings of how to put it into practice, not just come up with a concept and expect everyone to agree with it.

Sorry, but the underpants-gnomish-type philosophy on profit (1. come up with arbitrary concept, 2. ???, 3. profit) doesn't fly in real discussions.

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Being abrasive is just one of the many things I specialize in.


 

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heh, how about X number of purple drops per hour, game wide, randomly selected. so all the people that chat for hours under atlas or in AE have the same chance of getting one as people playing that actually the game. Is that fair enough? .... sigh

people are always trying to beat the system. Just go out and fight stuff, not getting purples fast enough? just kill stuff faster ... it's that easy.

[/ QUOTE ]
If I'm not mistaken, Castle had at one point (I think it was during or just after I13's open beta) said that in a perfect world, merits would work like that - you'd get x merits for every y minutes you were logged in, no matter what you were doing. However, the world's not perfect.

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Are you joking? I can't believe a dev would support rewards for idle time. Man talk about taking AFK farming to a whole new level! ... I say quote or it didn't happen.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

I can't find the quote anymore, it may have been posted in an I13 beta thread, all of which have long since disappeared.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

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I recall seeing that comment.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

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I recall seeing that comment.

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Duel me.
I will work on my sig pic more when I have time.

 

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Are you joking? I can't believe a dev would support rewards for idle time. Man talk about taking AFK farming to a whole new level! ... I say quote or it didn't happen.

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He's not joking. He said that. The quote is now gone.

It makes sense from a certain perspective, though, because that's the option that's essentially antagonistic to no play style.

To your point, you'll notice they didn't actually implement it that way.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
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Fortune's Shadow: 50 Dark/Psi
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Can somebody translate what "7 freak show runs and 2 bm" means?


A game is not supposed to be some kind of... place where people enjoy themselves!

 

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Loosely translated as:

I ran the same mission 7 times in a row. It had Freakshow as the villain group inside. I then ran a Battle Maiden mission 2 times in a row.

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If I'm not mistaken, Castle had at one point (I think it was during or just after I13's open beta) said that in a perfect world, merits would work like that - you'd get x merits for every y minutes you were logged in, no matter what you were doing. However, the world's not perfect.

[/ QUOTE ]

Are you joking? I can't believe a dev would support rewards for idle time. Man talk about taking AFK farming to a whole new level! ... I say quote or it didn't happen.

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Yeah... I would jump on that in a heartbeat.
1) Load all 8 instances for the accounts
2) Enter Oro TF Mode
3) ????
4) Profit


Comic and Hero/Villain Culture
Saturday January 29th, 2005 (12:37 PM) ~ Monday August 9th, 2010
Those Who Lived It Will Remember Long after your Ban Hammer Crumbles and the servers flicker dead.
We Will Remember This One Moment In Time! ~ Shadow Ravenwolf

 

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If I'm not mistaken, Castle had at one point (I think it was during or just after I13's open beta) said that in a perfect world, merits would work like that - you'd get x merits for every y minutes you were logged in, no matter what you were doing. However, the world's not perfect.

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Then he realized that jerkheads like myself would just base afk 24/7.

Personally, I think the people that put the time and effort into obtaining something should obtain at a proportionately faster/higher rate than those that do not put as much time and/or effort into it. Of course, I am a dirty marketeer, so what do I know about time and effort?


 

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Loosely translated as:

I ran the same mission 7 times in a row. It had Freakshow as the villain group inside. I then ran a Battle Maiden mission 2 times in a row.

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OH! And here I thought he was just fascinated with his poo.


 

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I recall seeing that comment.

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lol a stealth pvp whining thread... see everyone has a complaint... there is no making anyone happy anymore...

personally, imo I think that anything pvp should be like the old fps games... every toon is the same... same size (bounding box not visible), same weapons options... then it would be skill and not who farmed the most purples that wins pvp... again... only imho... feel free to disagree


 

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What's wrong with farmers getting more. "Casual" players don't put in nearly the amount of effort deserving of any purples, so why should the drop rate be artificially tilted in their favor.

Just because purples are costing more and more doesn't mean the RELATIVE effort to get one is increasing over time. While not exactly accurate, i'll give a hypothetical situation.

Purple X costs 10 mil inf a year ago, but now costs 200 mil inf, so people start complaining the current price is 20X what it was a year ago. But, people fail to realize that inf is also much easier to acquire now. It probably isn't that much more effort to get 200 mil inf now as it was to get 10 mil inf a year ago. Of course, AE not dropping purples has caused its own share of problems. My answer to those people who want purples would be to get out of AE and start farming their own purples. Use what you want and sell the rest for inf to buy other purples.


 

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My answer to those people who want purples would be to get out of AE and start farming their own purples. Use what you want and sell the rest for inf to buy other purples.


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But, but that would mean they would have to use logic.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.